Probe-lit objects are showing up noticeably too bright with lighter ambient light colors, using real time GI. Similarly with dark ambient lighting, they are too dark. The issues get more obvious in the brighter and darker areas of the environment, respectively. Essentially it's as if the "contrast" for ambient lighting on the light probes was turned too high. https://dl.dropboxusercontent.com/u/19949302/Unity/LightProbe/LightProbe.html This is an example scene I made from scratch to illustrate my problem. The lighting settings etc. are all the default 3D project settings. The non-moving spheres are static, with positions corresponding to light probe locations. The probe-lit dynamic sphere uses the exact same material as the static spheres, and you can see the significant inaccuracies in its lighting as it moves. Especially in bright areas for the white ambience, and in the dark areas for black ambience. I did come across some people who said they were using a darker albedo color on materials for dynamic objects to compensate for the extra brightness, but for me this is unworkable as the lighting in my actual project will change dramatically in real time - darkening the material would exacerbate the problem for dark ambience. I can imagine some carefully hand-calibrated system that dynamically uses both albedo and emission colors on the material to balance things out for both lighting extremes, but I'd rather not have to go down that route. Is this something I'm missing, a bug, known issue, a fundamental shortcoming of the lighting system or what?